using UnityEngine;
namespace Lean.Localization
{
/// This component will update a Renderer component's sharedMaterial with a localized material, or use a fallback if none is found.
[ExecuteInEditMode]
[DisallowMultipleComponent]
[RequireComponent(typeof(Renderer))]
[HelpURL(LeanLocalization.HelpUrlPrefix + "LeanLocalizedRenderer")]
[AddComponentMenu(LeanLocalization.ComponentPathPrefix + "Localized Renderer")]
public class LeanLocalizedRenderer : LeanLocalizedBehaviour
{
[Tooltip("If PhraseName couldn't be found, this material will be used")]
public Material FallbackMaterial;
[Tooltip("The material index you want to replace.")]
public int Index;
// This gets called every time the translation needs updating
public override void UpdateTranslation(LeanTranslation translation)
{
// Get the Renderer component attached to this GameObject
var renderer = GetComponent();
// Get the shared materials of this component
var sharedMaterials = renderer.sharedMaterials;
// Use translation?
if (translation != null && translation.Data is Material)
{
sharedMaterials[Index] = (Material)translation.Data;
}
// Use fallback?
else
{
sharedMaterials[Index] = FallbackMaterial;
}
renderer.sharedMaterials = sharedMaterials;
}
protected virtual void Awake()
{
// Should we set FallbackFont?
if (FallbackMaterial == null)
{
// Get the Renderer component attached to this GameObject
var renderer = GetComponent();
// Copy current material to fallback
FallbackMaterial = renderer.sharedMaterials[Index];
}
}
}
}